Merge viewer-dev-materials

meow-7.2.2
Graham Madarasz (Graham Linden) 2013-04-16 13:43:10 -07:00
commit d8d889802b
16 changed files with 347 additions and 61 deletions

View File

@ -805,7 +805,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
//an error occured, print log
LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
dumpObjectLog(ret);
#if LL_WINDOWS
std::stringstream ostr;
//dump shader source for debugging
@ -823,8 +822,20 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
#endif // LL_WINDOWS
#else
std::string str;
for (GLuint i = 0; i < count; i++) {
str.append(text[i]);
if (i % 128 == 0)
{
LL_WARNS("ShaderLoading") << str << llendl;
str = "";
}
}
#endif
ret = 0;
}
}

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@ -25,6 +25,10 @@
#extension GL_ARB_texture_rectangle : enable
#define INDEXED 1
#define NON_INDEXED 2
#define NON_INDEXED_NO_COLOR 3
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -33,7 +37,13 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
#if INDEX_MODE != INDEXED
uniform sampler2D diffuseMap;
#endif
#if INDEX_MODE == INDEXED
vec4 diffuseLookup(vec2 texcoord);
#endif
uniform vec2 screen_res;
@ -45,11 +55,16 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
#endif
uniform mat4 inv_proj;
uniform vec4 light_position[8];
@ -57,13 +72,19 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
uniform sampler2D bumpMap;
uniform samplerCube environmentMap;
uniform mat3 env_mat;
uniform vec4 specular_color;
uniform float shadow_offset;
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
return vec3(a,a,a);
return vec3(a,a,a);
}
vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@ -103,14 +124,29 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
#if INDEX_MODE == INDEXED
vec4 diff= diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#if INDEX_MODE == NON_INDEXED_NO_COLOR
float vertex_color_alpha = 1.0;
#else
float vertex_color_alpha = vertex_color.a;
#endif
vec3 normal = vary_norm;
normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
vec3 n = vary_norm;
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(n, l);
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);

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@ -23,16 +23,32 @@
* $/LicenseInfo$
*/
#define INDEXED 1
#define NON_INDEXED 2
#define NON_INDEXED_NO_COLOR 3
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
#if INDEX_MODE == INDEXED
void passTextureIndex();
#endif
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
ATTRIBUTE vec2 texcoord1;
ATTRIBUTE vec2 texcoord2;
#if HAS_SKIN
mat4 getObjectSkinnedTransform();
#elif IS_AVATAR_SKIN
mat4 getSkinnedTransform();
#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@ -50,10 +66,16 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@ -102,24 +124,69 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
vec4 pos;
vec3 norm;
//transform vertex
#if HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
pos = trans * vec4(position.xyz, 1.0);
norm = position.xyz + normal.xyz;
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
#elif IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
pos.y = dot(trans[1], pos_in);
pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
norm.x = dot(trans[0].xyz, normal);
norm.y = dot(trans[1].xyz, normal);
norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
#else
norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
passTextureIndex();
vec4 pos = (modelview_matrix * vert);
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#if INDEX_MODE == INDEXED
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
vary_texcoord0 = texcoord0;
#endif
vec3 norm = normalize(normal_matrix * normal);
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
vec3 n = norm;
vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_rotation[0] = vec3(t.x, b.x, n.x);
vary_rotation[1] = vec3(t.y, b.y, n.y);
vary_rotation[2] = vec3(t.z, b.z, n.z);
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
vary_pointlight_col = diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
@ -129,12 +196,17 @@ void main()
vary_directional.rgb = atmosAffectDirectionalLight(1);
col.rgb = col.rgb*diffuse_color.rgb;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
#endif
#if HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
#elif IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
}

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@ -47,6 +47,7 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
uniform float near_clip;
@ -112,6 +113,7 @@ void main()
norm.y = dot(trans[1].xyz, normal);
norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
vary_norm = norm;
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;

View File

@ -25,23 +25,26 @@
#extension GL_ARB_texture_rectangle : enable
#define INDEXED 1
#define NON_INDEXED 2
#define NON_INDEXED_NO_COLOR 3
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
#if INDEX_MODE != INDEXED
uniform sampler2D diffuseMap;
#endif
uniform vec2 screen_res;
uniform vec2 shadow_res;
@ -53,8 +56,19 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
#endif
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 shadow_res;
uniform float shadow_bias;
uniform mat4 inv_proj;
@ -64,6 +78,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
uniform sampler2D bumpMap;
uniform samplerCube environmentMap;
uniform mat3 env_mat;
uniform vec4 specular_color;
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
@ -189,13 +209,32 @@ void main()
{
shadow = 1.0;
}
vec3 n = vary_norm;
#if INDEX_MODE == INDEXED
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#if INDEX_MODE == NON_INDEXED_NO_COLOR
float vertex_color_alpha = 1.0;
#else
float vertex_color_alpha = vertex_color.a;
#endif
vec3 normal = vary_norm;
normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(n, l);
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
vec4 diff = diffuseLookup(vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a);
vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);

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@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
uniform float near_clip;
uniform float shadow_offset;
@ -115,7 +115,8 @@ void main()
n.xyz = normalize(n.xyz-pos.xyz);
vec3 norm = n.xyz;
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;

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@ -23,16 +23,33 @@
* $/LicenseInfo$
*/
#define INDEXED 1
#define NON_INDEXED 2
#define NON_INDEXED_NO_COLOR 3
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
#if INDEX_MODE == INDEXED
void passTextureIndex();
#endif
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
ATTRIBUTE vec2 texcoord1;
ATTRIBUTE vec2 texcoord2;
#if HAS_SKIN
mat4 getObjectSkinnedTransform();
#elif IS_AVATAR_SKIN
mat4 getSkinnedTransform();
#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@ -50,10 +67,16 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@ -102,19 +125,62 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vec4 pos;
vec3 norm;
//transform vertex
#if HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
pos = trans * vec4(position.xyz, 1.0);
norm = position.xyz + normal.xyz;
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
#elif IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
pos.y = dot(trans[1], pos_in);
pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
norm.x = dot(trans[0].xyz, normal);
norm.y = dot(trans[1].xyz, normal);
norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
#else
norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#if INDEX_MODE == INDEXED
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
#else
vary_texcoord0 = texcoord0;
#endif
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
vec3 n = norm;
vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_rotation[0] = vec3(t.x, b.x, n.x);
vary_rotation[1] = vec3(t.y, b.y, n.y);
vary_rotation[2] = vec3(t.z, b.z, n.z);
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
@ -132,11 +198,16 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
#endif
#if HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
#elif IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
}

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@ -330,7 +330,7 @@ void LLDrawPoolAlpha::render(S32 pass)
if (mVertexShaderLevel > 0)
{
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX);
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
}
else
{
@ -440,7 +440,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
LLRenderPass::applyModelMatrix(params);
if (params.mFullbright)
{
@ -451,20 +450,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
if (use_shaders)
{
target_shader = fullbright_shader;
if (target_shader)
{
if (LLPipeline::sRenderDeferred)
{
if (params.mFace->getViewerObject()->isHUDAttachment())
{
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
} else {
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2);
}
} else {
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
}
}
}
else
{
@ -501,6 +486,51 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLGLSLShader::bindNoShader();
current_shader = NULL;
}
if (params.mMaterial.notNull() && current_shader == simple_shader)
{
// I apologize in advance for not giving this its own shader.
// We have a material. Supply the appropriate data here.
if (LLPipeline::sRenderDeferred)
{
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
if (params.mNormalMap)
{
params.mNormalMap->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
} else {
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
}
if (params.mSpecularMap)
{
params.mSpecularMap->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
} else {
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
}
}
} else if (current_shader == simple_shader)
{
// No material. Propegate with default parameters.
if (LLPipeline::sRenderDeferred)
{
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 0.0f, 0.0f, 0.0f, 0.0f);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
}
}
if (params.mGroup)
{

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@ -120,7 +120,7 @@ public:
F32 mDistance;
U32 mDrawMode;
LLMaterial* mMaterial; // If this is null, the following parameters are unused.
LLMaterialPtr mMaterial; // If this is null, the following parameters are unused.
LLPointer<LLViewerTexture> mSpecularMap;
const LLMatrix4* mSpecularMapMatrix;
LLPointer<LLViewerTexture> mNormalMap;

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@ -175,6 +175,9 @@ LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
#if LL_DARWIN
LLGLSLShader gDeferredSkinnedAlphaProgramMac;
#endif
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTreeProgram;
@ -276,6 +279,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
#if LL_DARWIN
mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac);
#endif
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
@ -1082,6 +1088,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
gDeferredSkinnedAlphaProgram.unload();
#if LL_DARWIN
gDeferredSkinnedAlphaProgramMac.unload();
#endif
gDeferredBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
@ -1209,9 +1218,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file

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@ -70,6 +70,7 @@ LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sMissingAssetImagep =
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sWhiteImagep = NULL;
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sDefaultImagep = NULL;
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sSmokeImagep = NULL;
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sFlatNormalImagep = NULL;
LLViewerMediaTexture::media_map_t LLViewerMediaTexture::sMediaMap ;
LLTexturePipelineTester* LLViewerTextureManager::sTesterp = NULL ;
const std::string sTesterName("TextureTester");
@ -394,6 +395,7 @@ void LLViewerTextureManager::cleanup()
LLViewerFetchedTexture::sSmokeImagep = NULL;
LLViewerFetchedTexture::sMissingAssetImagep = NULL;
LLViewerFetchedTexture::sWhiteImagep = NULL;
LLViewerFetchedTexture::sFlatNormalImagep = NULL;
LLViewerMediaTexture::cleanUpClass() ;
}

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@ -596,6 +596,7 @@ public:
static LLPointer<LLViewerFetchedTexture> sWhiteImagep; // Texture to show NOTHING (whiteness)
static LLPointer<LLViewerFetchedTexture> sDefaultImagep; // "Default" texture for error cases, the only case of fetched texture which is generated in local.
static LLPointer<LLViewerFetchedTexture> sSmokeImagep; // Old "Default" translucent texture
static LLPointer<LLViewerFetchedTexture> sFlatNormalImagep; // Flat normal map denoting no bumpiness on a surface
};
//

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@ -119,6 +119,9 @@ void LLViewerTextureList::doPreloadImages()
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
LLUIImageList* image_list = LLUIImageList::getInstance();
// Set the default flat normal map
LLViewerFetchedTexture::sFlatNormalImagep = LLViewerTextureManager::getFetchedTextureFromFile("flatnormal.tga", MIPMAP_NO, LLViewerFetchedTexture::BOOST_BUMP);
image_list->initFromFile();
// turn off clamping and bilinear filtering for uv picking images

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@ -65,7 +65,9 @@ void LLVOPartGroup::initClass()
//static
void LLVOPartGroup::restoreGL()
{
sVB = new LLVertexBuffer(VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
//TODO: optimize out binormal mask here. Specular and normal coords as well.
sVB = new LLVertexBuffer(VERTEX_DATA_MASK | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, GL_STREAM_DRAW_ARB);
U32 count = LL_MAX_PARTICLE_COUNT;
sVB->allocateBuffer(count*4, count*6, true);

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@ -4020,7 +4020,11 @@ static LLFastTimer::DeclareTimer FTM_REGISTER_FACE("Register Face");
void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 type)
{
LLFastTimer t(FTM_REGISTER_FACE);
if (type == LLRenderPass::PASS_ALPHA && facep->getTextureEntry()->getMaterialParams().notNull() && !facep->getVertexBuffer()->hasDataType(LLVertexBuffer::TYPE_BINORMAL))
{
LL_WARNS("RenderMaterials") << "Oh no! No binormals for this alpha blended face!" << LL_ENDL;
}
if (facep->getViewerObject()->isSelected() && LLSelectMgr::getInstance()->mHideSelectedObjects)
{
return;
@ -4767,7 +4771,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
{
bump_mask = bump_mask | LLVertexBuffer::MAP_BINORMAL;
simple_mask = simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2;
fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
}

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